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2014 Ban List - This format will only include the format up until the end of North American Nationals Format
In this format, we are left with the remnants of mermail-firefist format but toward the end of the format, the diversity of decks will include H.A.T, Mermail, Bujin, Sylvan, Dragon Rulers, Geargia, Infernity, Lightsworn, and Zombie FTK, . Although the format was very diluted at first with such limits and Mermail Abyssgunde and Coach Soldier Wolfbark, the format was given advancments in both creativity of diversity when the set Dragons of Legend was set to be released with defining cards such as Kuribandit, Fire and Ice Hand, Mathematician, Wiretap and the most iconic and one thetranscendant cards in the history of YGO, Soul Charge. Post Dragons of Legend, The first event was ARG Richmond (decklists here), where top the top 16 included Fire Fist, Bujin, Mermail, Geargia, Ghostrick and at last, Patrick Hoban's Dragon Rulers had won over A Loli's Dragon Rulers. Match's G1 and G2-G5.
However, the meta had continued to evolve past these decks as we get a new set, Primal Origin, with such key cards being released for future meta defining decks that include Traptrix, Madolche, Sylvan and Artifact cards. However, the following event, YCS Philadelphia (Decklist's Here), the expected decks of Madolche, Dragon Ruler and Infernity would top, however would have unexpected decks making it into top 32 such as Inzektors, the newly discovered H.A.T, and even Evilswarm. A giant clusterfuck of decks and such a diverse wide array of strategies (with the top 3 decks not even playing Soul Charge). The format had only began to evolve.
By the end of the format, the diversity decks at this point had began to define the format, with every deck having good and bad match-ups, and with nationals 2014 rolling around, no deck had really stuck out as the best deck. Decks like Mermail with Sehabi Kerradine and Bujins with Jeff Jones had some success in ARG's, Lightsworns being a popular deck in europe (Best Video on Youtube), but no clear deck had defined the format. So it was all up the in air as to what deck was really the best deck.
Nationals 2014 was one of the diverse tournaments in the history of YGO. In stark contrast to the year before where Dragon Rulers, Spellbooks and ONE Madolche deck covered the entire 2013 Top 64, up to TEN DECKS had topped 64th the event (decklist here), however not all decklists here but I did what I could find). Decks most well known during this tournament consisted of Infernity, Sylvan, Dragon Ruler (Top 16 Duel), Lightsworn Ruler, Spellbook, Geargia (If you guys have Brandon's decklist, that would be great too), Bujin, The G.O.A.T Deck (AKA Reckless Frog OTK (video profile), Jeff Jones Koa'ki Meiru (Round 10 Duel), Fire Fist Artifact Traptrix (Semi-Final Duel), and eventual winner H.A.T (Deon and McDuffie Decklist) (Final Duel Here).
In all, the format had a little of everything for every duelist and play style, from control, aggro, and stun. In my opinion, decks were still in their infancy as far as solving the format, with the format being a smaller, decks still had room to evolve and strategies to combat cards were still being discovered.
Shoutout to
Konami Yu-Gi-Oh! Trading Card Game http://www.yugioh-card.com/
TCGplayer.com
Youtube.com
TheCardGuyz
Alter Reality Games
Yu-Gi-Oh! Wikia
TeamShockWaves
MegaCapitalG
TheDuelRock
Vexacus4666
Timothy Bailey
TheAronsChannel
lfcpotter

Monsters: 13
3 Fire King Avatar Barong
3 Fire King Avatar Yaksha
2 Fire King Avatar Garunix
2 Fire King High Avatar Garunix
1 Brotherhood of the Fire Fist - Bear
1 Coach Soldier Wolfbark
1 Earthbound Immortal Ccarayhua
Spells: 19
2 Circle of the Fire Kings
3 Fire Formation - Tenki
3 Mystical Space Typhoon
3 Onslaught of the Fire Kings
3 Soul Charge
2 Forbidden Lance
2 Kaiser Colosseum
1 Rekindling
Traps: 8
2 Skill Drain
2 Generation Shift
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Solemn Warning
1 Torrential Tribute
Some card explanations.
*I use the earthbound immortal since he is an oh shit button that i can sit on all game if needed and clear a scary field. He activates all of my fire kings so if im stuck with a fiendished garunix with no way of destroying it, this card helps.
He can activate in hand through yaskha and destroy a whole field during damage, which can be game changing.
Also this card has neat interactions in grave when an opponent msts/destroys a facedown call of the haunted and you can revive him to destroy everything.
* I main kaiser for a few reasons. This card with a garunix loop is extremely devastating. My opponent can not use any monster like ark or dweller to disrupt garunix. Also when a fire king is destroyed i can special another from in hand to help preserve the kaiser and still only allow my opponent to control 1 monster. a person at my locals has recommend in me dropping this card for a breakthrough skill to be able to stop dweller instead of relying on kaiser.
*as i stated above i use call of the haunted for a few cute reasons. When mst is used on it i can recycle a barong, garunix, or ei to gain any sort of advantage off of it like a field nuke or adding circle or onslaught to hand. Also call on wolfbark to summon into an xyz is a strong play that does not use a normal summon. and in general when using it in the battle phase for additional damage to close a game is beneficial.

So, I've always wanted to play Fire Kings, but they were never really good because they didn't have Yaksha. Then they weren't really good because they weren't named "Garunix, Dragon Ruler of Fire Kings." But now, with Yaksha and Wolfbark, they are at least kind of good!
I really don't have much experience with the deck this format besides a handful of games on DN, so it's a lot of theory-oh, and suggestions are welcome.
I think I'll stick with this until the end of the format because I'm tired of Mermails.
[spoiler]
[/spoiler]
14
3 Coach Soldier Wolfbark
3 Fire King Avatar Barong
3 Fire King Avatar Yaksha
2 Fire King Avatar Garunix
2 Fire King High Avatar Garunix
1 Brotherhood of the Fire Fist - Bear
14
3 Fire Formation - Tenki
3 Rekindling
3 Mystical Space Typhoon
3 Onslaught of the Fire Kings
1 Circle of the Fire Kings
1 Book of Moon
12
3 Fiendish Chain
2 Breakthrough Skill
2 Generation Shift
2 Mirror Force
1 Solemn Warning
1 Bottomless Trap Hole
1 Torrential Tribute
2 Brotherhood of the Fire Fist - Tiger King
2 No. 101: Silent Honor ARK
2 Diamond Dire Wolf
2 Abyss Dweller
1 Bujintei Kagetsuchi
1 Maestroke the Symphony Djinn
1 Evilswarm Exciton Knight
1 Gagaga Cowboy
1 No. 85: Crazy Box
1 Maestroke the Symphony Djinn (or Diagusto Emeral?)
1 No. 50: Blackship of Corn
3 Light-Imprisoning Mirror
3 Dust Tornado
2 Overworked
2 Maxx "C"
2 Debunk
2 Skill Drain
1 Dark Hole
I decided to go the Rank 4 spam route more than any other because Rekindling actively wins games, where Garunix-focused versions seem to seek only to grind games out. As such, I tried to cut down on the non-Rekindling inconsistent things (Circle, High Garunix).
Generation Shift is something I go back and forth on. The deck can have trouble early when they wall up and you have nothing to start your Fire Cycle. Also, It sets up Rekindling almost immediately (1 Barong in the GY, Onslaught in hand, a new Barong in hand).
I am growing less enamored with Veiler as the format progresses. Too many times, it's a bad play against stuff like Mermail (excepting Honor Ark). In this deck, you don't care if Fire pops your shit. Also, Breakthrough is better because it takes care of Dweller and Gaios where Veiler cannot.
Most everything else seems standard enough.

[media]http://www.youtube.com/watch?v=lF7C8NFzAGQ[/media]
"Took a while, got the jokers out of the deck now
I'm holding all the cards and n****s wanna play chess now"
[spoiler][/spoiler]
2 Beast King Barbaros
1 Brotherhood of the Fire Fist - Bear
1 Coach Soldier Wolfbark
3 Fire King Avatar Barong
3 Fire King Avatar Yaksha
2 Fire King High Avatar Garunix
2 Maxx "C"
3 Circle of the Fire Kings
1 Dark Hole
3 Fire Formation Tenki
3 Mystical Space Typhoon
3 Onslaught of the Fire Kings
1 Rekindling
3 Upstart Goblin
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
2 Mirror Force
3 Skill Drain
1 Solemn Warning
1 Torrential Tribute
2 Cyber Dragon
1 Thunder King Rai-Oh
2 Debunk
2 DNA Surgery
2 Dust Tornado
2 Gozen Match
2 Imperial Iron Wall
2 Light Imprisoning Mirror
1 Chimeritech Fortress Dragon
1 Abyss Dweller
2 Brotherhood of the Fire Fist - Tiger King
1 Daigusto Emerel
2 Diamond Dire Wolf
1 Divine Dragon Knight Felgrand
1 Gagaga Cowboy
1 Gem-Knight Pearl
1 Lavalval Chain
1 Maestroke the Symphony Djinn
1 Number 15: Gimmick Puppet Giant Grinder
1 Number 50: Blackship of Corn
1 Number 85: Crazy Box
So this is my Fire King build. I've pretty much hit a wall on it. The deck seems to be pretty good this format, and if it can maintain a skill drain, it has very good matchups against Constellars and Geargia, and decent matchups against Spellbooks and Bujin. The deck probably has its worst matchups against Mermail and Dragon Rulers, which is what the side deck is mainly devoted to.
The 3 cards that I've really been fooling around with the ratios on are Bear, Wolfbark, and Rekindling. I started with 2 bear, 1 Wolfbark, and 0 rekindling and have changed it a lot since then, and this is what I'm happiest with. I tested Ccarayhua and found that Garunix does a good enough job clearing the field on its own so it wasn't really necessary. I've also considered maybe adding Tensu or Firedog to the deck, but I don't know if Firedog will be very effective next format.
So that's it. Tell me what you think

Fire King is an archtype of Beast, Beast-Warrior and Winged Beast FIRE monsters that was introduced to the TCG in the 24th Structure Deck Onslaught of the Fire Kings.
The deck’s theme is death by card effect. The effects of all Fire Kings are triggered by being destroyed by an effect, and its boss monster, Garunix, burns away the entire monster field every time it hits the stage. Recycling Garunix to gain this effect over and over again is your main win condition when playing with these guys and every themed card in the deck is geared to make it happen.
One of the great strengths of the deck is that, since the effects of all the important monsters are triggered by being destroyed by card effects, a lot of your opponent’s power cards, such as Dark Hole, Mirror Force and Torrential Tribute are effectively dead against it.
Monsters:
[spoiler]
Fire King High Avatar Garunix
The big bad boss of the deck. He comes back to nuke the field every time he gets destroyed by a card effect. There's numerous ways to take advantage of him even when he is run over by a bigger monster, so the only way to truly get rid of him is to banish him.
The easiest ways to get him into play are to either special summon him from the deck via Onslaught of the Fire Kings, or to destroy him in your hand via Fire King Avatar Yaksha to trigger his own revival effect.
Fire King Avatar Barong
This king of spirits is one of the most important cards of the deck, and one you should abuse as much as possible.
When he dies to a card effect, he lets you search any Fire King card from your deck, most notably Circle of the Fire Kings and Onslaught of the Fire Kings.
Not only does he search for circle, he can also be a viable target for both of its effects, for example when your opponent targets your Garunix with an annoying effect, e.g. banishment with Dimensional Prison or bouncing with Compulsory Evacuation Device. In either case, the opponent’s effect will fizzle out uselessly, Garunix will come back next turn and destroy Barong to give you another search.
Fire King Avatar Yaksha
A great new asset the deck got from Judgment of the Light.
Its effect allows you to destroy a card either on your side of the field or in your hand. Before this card’s introduction, drawing Garunix or having it bounced to the hand was a severe blow, since there was no reliable way to make use of Garunix in your hand. Yaksha single-handedly eliminates this by popping your Garunix in hand and triggering its revival effect.
This is not the only way to make use of Yaksha, however. Of course it can also pop Barong in your hand to get another search, a Fencing Fire Ferret for point removal or tech’ed Earthbound Immortal Ccarayhua for a powerful defensive play and OTK stopper.
Unlike Barong, Yaksha gets his effect regardless of whether he dies to a card effect or in battle, which makes him a lot more flexible.
Coach Soldier Wolfbark
Both Barong and Yaksha are Beast-Warriors, so there’s plenty of fuel for Wolfbark’s effect. As long as you have at least one target in the grave, he is essentially a 1 card rank 4 XYZ. He’s also useful for recycling Barong and Yaksha themselves, especially when you have a Garunix coming back next turn.
Brotherhood of the Fire Fist – Bear
The deck is chock full of monster destruction thanks to Garunix, but Bear can come in handy when you need something a little more precise. Most notably, he gets rid of Evilswarm Ophion and Jowgen the Spiritualist, both of which can stop the deck cold otherwise, and lets you search for Fire Formation Tenki to thin the deck further.
Sacred Phoenix of Nephthys
People enjoying their format without Heavy Storm? Nah, we can’t have that.
Phoenix is pretty much a weaker Garunix that nukes backrow instead of frontrow. Needless to say the two work beautifully together, especially if you can get them into a rhythm.
If you get 2 Garunix and 1 Phoenix in the destructive loop, you will always look at a completely clear field with nothing but your Garunix at the start of your turn.
The only downside to Phoenix is that he can only special himself during your standby phase, unlike Garunix, who comes back simply at the next standby phase.
Flamvell Firedog
Barong and Yaksha both have 200 DEF, meaning Firedog can fetch both of them at will. His role is somewhat similar to Wolfbark’s, i.e. giving access to Rank 4 XYZ plays. However Wolfbark does this before the battle phase and doesn’t require a kill-able monster on your opponent’s field, so Wolfbark is the superior option in most cases.
Firedog still has its uses, though. He can help set you up early in the game, fuel Rekindling plays and can suicide into Thunder King.
Earthbound Immortal Ccarayhua
The biggest troll move the deck has access to. What’s important about this card’s effect is just one line:
“When this card is destroyed by a card effect, except by its own effect, destroy all cards on the field.”
You use Yaksha’s effect to pop Ccarayhua from your hand; Its effect will trigger and wipe the whole field. With Solemn Judgment banned, there’s not much in the main board of most decks that can stop it, either.
On a final note, you can actually search things thing from deck via King of the Feral Imps. So, if you decide to run this, definitely reserve a spot in the extra deck for that one.
Other potential monsters:
Fire King Avatar Kirin
Fire King Avatar Garunix
Fencing Fire Ferret
Maxx “C”
Effect Veiler
Flamvell Magician
Blaster, Dragon Ruler of Infernos
Brotherhood if Fire Fist – Gorilla
Wind-up Rabbit[/spoiler]
Spells:
[spoiler]
Onslaught of the Fire Kings
Arguably the best spell in the deck. As long as your opponent has a monster on the field and you don’t, you can special summon any fire beast, beast-warrior or winged beast monster you’re your deck. Nine times out of ten, you’ll be using it to summon Garunix or Sacred Phoenix, however Barong, Yaksha and Fencing Fire Ferret are decent choices as well. None of these cards care that their effects are negated, since they all activate in the graveyard anyways, and the destruction during the end phase actually helps more than it hurts.
All in all an amazing card, somewhat similar to a Cyber Dragon, except the Cyber Dragon that actually hits the field is a 2700 beater that nukes the field on a regular basis.
Circle of the Fire Kings
The other contender for the title “best spell in the deck.” It lets you destroy a Fire monster you control and then summon another fire monster from your grave.
Since Garunix will just come back next turn if you destroy it with this card, it functions much like a themed Forbidden Lance. It lets your Garunix dodge anything from Bottomless Trap Hole to Number 11: Big Eye, meaning your opponent’s effect goes to waste and your Garunix will just come back next turn like always.
The monster to bring back to life with circle depends on the situation. Often times it’s most advantageous to just revive a Barong, so Garunix can blow him up next turn to give you another search. However, if you have a 2nd Garunix in your hand, then reviving a Yaksha can be very good as well. If your opponent runs it over, then you can pop the 2nd Garunix in your hand, which means you’ll be nuking the field twice next turn, which is something even a Dracossack can’t survive.
The same can be done if you revive a Fencing Fire Ferret (Garunix blows up the tokens, FFF kills the Dracossack)
The only thing left to ask is this:
Where in the world is that chick Garunix you see in the artwork?!?
Forbidden lance
Circle functions like Forbidden Lance, so why not run a maximum of 6 Forbidden Lances instead of 3?
Needless to say Circle is better than this, but it still offers a great deal of protection when circle either isn’t present or early in the game when it isn’t live.
Garunix also sometimes finds its 2700 ATK to be a little lacking, and Lance can help out with that by letting it beat certain threats, most notably Crimson Blader.
Fire Formation – Tenki
It searches Barong, Yaksha, Wolfbark and Bear for no cost. That’s about it. Not much reason to not run it, really
Rekindling
Oh goody, that card that mystifyingly still isn’t on the banlist in one way or another.
Barong, Yaksha, Kirin and Firedog all have 200 DEF, so there’s plenty of big plays to be made mid to late game. As usual, it’s bad early game, though.
Either fill the field with your 1800 / 1900 monsters and swing for game or go nuts with rank 4 XYZ plays. If you have multiple copies while your graveyard is full, then may the Yu-Gi-Oh! gods have mercy on your opponent’s soul.
Other potential Spells:
Mystical Space Typhoon
Book of Moon
Pot of Duality
Dark Hole
Fire Formation – Tensu[/spoiler]
Traps:
[spoiler]
Truth be told there’s not much in the way of staple trap cards for the deck. The biggest one is perhaps Torrential Tribute, since it lets you both clear your opponents monster field and activate the effects of your fire kings. Beyond that, there are a few very worthwhile tech choices and many many other options.
Call of the Haunted
There are numerous ways to abuse this card in this deck. Most notably, chaining it to a blind MST or a similar destruction effect to quickly revive a Barong will net you a free +1 and is a good way to get a Garunix that was run over by a bigger monster back into the game.
The same applies to chaining it to Garunix’s destruction effect, Torrential Tribute or Dark Hole as well.
Skill Drain
Since most of your effects activate in the graveyard, Skill Drain can be a very useful addition. Barong, Yaksha, Baby Garunix and Fencing Fire Ferret can all take advantage of their full effects while under Skill Drain. Adult Garunix, however, loses his ability to nuke the field. He can still special summon himself after being destroyed by a card effect and float a Fire King from the deck when he dies in battle, though. Wolfbark, Fire Fist – Bear and most of your extra deck are also dead while skill drain is up.
Despite that, the damage Skill Drain does to many other decks more than makes up for this. You also should not shy away from using Mystical Space Typhoon to destroy your own Skill Drain once it has served its purpose.
All in all, Skill Drain makes for both a decent Main Deck choice and a decent card for the Side Deck. If you choose the main it, then it may be a good idea to run FFF instead of Bear, though.
Other potential Traps:
Generation Shift
Compulsory Evacuation Device
Mirror Force
Fiendish Chain
Breakthrough Skill
Safe Zone
Solemn Warning
And many others[/spoiler]
Extra Deck:
[spoiler]
As with the traps, there aren’t very many staples. As a whole, the deck doesn’t have to rely on the extra deck much, but it does add to the consistency when you do.
Brotherhood of the Fire Fist – Tiger King
This guy lets you search and set Tenki upon being summoned. What makes him worthy of the spot in the extra deck, though, is his effect to negate the effects of all face-up non-Beast-Warrior monsters. This gets rid of one of the decks biggest adversaries – Evilswarm Ophion – for your remaining and your opponents next turn, meaning Garunix can come back in the next standby phase and kill the Ophion before his effect returns.
You’ll likely never get to use his final effect unless you commit a lot more to the Fire Fist side of things, but his other effects more than make up for that.
Diamond Dire Wolf
This guy is pretty much your Scrap Dragon for the deck, presents another out to Evilswarm Ophion and triggers your Fire King effects. That’s… about all that needs to be said, really.
Other potential Extra Deck cards:
XYZ:
Number 39: Utopia
Daigusto Emeral
Gagaga Cowboy
Lavalval Chain
Maestroke the Symphony Djinn
Number 50: Black Ship of Corn
Abyss Dweller
Number 85: Crazy Box
King of the Feral Imps (only if you decide to run Earthbound Immortal Ccarayhua)
Hieratic Sun Dragon Overlord of Heliopolis
Synchro, if you decide to run Flamvell Magician:
Crimson Blader
Scrap Dragon
Thought Ruler Archfiend[/spoiler]
Side Decking:
[spoiler]
Generally, it’s always a good idea to try and keep your side deck as generic as possible, i.e. try to not commit too many of your 15 slots to counter any one matchup. It’s also a good idea to first determine the weaknesses of your deck and side against cards that you suspect your opponent will be siding to exploit those weaknesses
Imperial Iron Wall
More than anything else, Fire Kings hate the banish pile. They really don’t want to go there. Imperial Iron Walls helps them stay away from there.
The most popular banishment cards, i.e. Macro Cosmos and Dimensional Rift, have just both been slashed down to 1 each, so they seem to be much less threatening now. However, this may also mean that people will start playing weaker, but no less annoying cards instead. Cards like Banisher of Radiance or Banisher of the Light.
Offensively, it also stops Dragon Rulers (or what’s left of them now), Heroes and to some extend Prophecies.
Shadow-Imprisoning Mirror
This deck has a specifically iffy matchup against Dark Worlds, since their boss Grapha ties Garunix in strength and has a much easier time recovering from suiciding into it. This card deals with that little problem nicely.
Additionally, this card also stops Evilswarms, Blackwings and Infernities
XYZ Encore
This deck does not like Evilswarm Ophion and it’s not fond of Number 11: Big Eye, either. XYZ Encore is the perfect out against these 2 and pretty much every other XYZ monster that tries to ruin your day.
The monsters XYZ Encore revives for your opponent will most likely be easy pickings as well, since they come back in defense position. Plus you’ll probably be able to arrange a Garunix nuke for next turn (Circle, Generation Shift, Call + MST, etc etc).
Be wary of decks that run XYZs of many different levels, though. There’s nothing stopping your opponent from shifting gears and going into another XYZ that’s just one rank lower.
Other potential Side Deck cards:
Maxx “C”
Effect Veiler
Night Beam
Royal Decree
Eradicator Pandemic Virus
Gozen Match
Mind Drain
Light-Imprisoning Mirror[/spoiler]
Sample Decklist
[spoiler]
Monsters (15):
3x Fire King High Avatar Garunix
3x Fire King Avatar Barong
3x Fire King Avatar Yaksha
2x Fire King Avatar Garunix
1x Sacred Phoenix of Nephthys
2x Brotherhood of the Fire Fist – Bear
1x Earthbound Immortal Ccarayhua
Spells (18):
3x Onslaught of the Fire Kings
3x Circle of the Fire Kings
2x Fire Formation – Tenki
1x Fire Formation – Tensu
2x Forbidden lance
3x Pot of Duality
1x Book of Moon
3x Mystical Space Typhoon
Traps (7):
3x Call of the Haunted
3x Generation Shift
1x Torrential Tribute
Extra:
2x Brotherhood of the fire fist - Tiger King
2x Diamond Dire Wolf
1x Gagaga Cowboy
1x Number 39: Utopia
1x King of the feral imps
1x Number 85: Crazy Box
1x Abyss Dweller
1x Number 50: Black Ship of Corn
1x Lavalal Chain
1x Maestroke the symphony Djinn
1x Daigusto Emeral
1x Phantom Papilloperative
1x Hieratic Sun Dragon Overlord of Heliopolis
Side:
2x Maxx “C”
2x Effect Veiler
2x XYZ Encore
2x Night Beam
2x Imperial Iron Wall
2x Shadow-Imprisoning Mirror
2x Light-Imprisoning Mirror
1x Eradicator Epidemic Virus[/spoiler]

MAIN DECK 40
MONSTERS 17
2x Fire King High Avatar Garunix
2x Blaster, Dragon Ruler of Infernos
3x Fire King Avatar Barong
3x Fire King Avatar Yaksha
1x Fire King Avatar Kirin
1x Brotherhood of the Fire Fist - Bear
2x Coach Soldier Wolfbark
2x Fencing Fire Ferret
1x Flamvell Magician
SPELLS 16
3x Circle of the Fire Kings
3x Onslaught of the Fire Kings
1x Dark Hole
2x Fire Formation - Tenki
2x Forbidden Lance
2x Rekindling
3x Mystical Space Typhoon
TRAPS 7
2x Call of the Haunted
2x Skill Drain
2x Threatening Roar
1x Torrential Tribute
SIDE DECK 15
2x Maxx "C"
2x Xyz Encore
3x Zombie World
2x Debunk
2x Imperial Iron Wall
1x Skill Drain
1x Threatening Roar
2x Vanity's Emptiness
EXTRA DECK 15
1x Stardust Dragon
1x Scrap Dragon
1x Crimson Blader
1x Colossal Fighter
1x Thought Ruler Archfiend
1x Red Dragon Archfiend
1x Ancient Fairy Dragon
1x Brotherhood of the Fire Fist - Tiger King
1x Diamond Dire Wolf
1x Lavalval Chain
1x Maestroke the Symphony Djinn
1x Abyss Dweller
1x Gagaga Cowboy
1x Number 50: Blackship of Corn
1x Number 85: Crazy Box
Anyone who knows me knows that I've been building this deck for a while; about as long as they've been on DN.
I took it to Houston, TX Regionals this past weekend and didn't do as well as I had hoped.
Round 1 Agents - Lost in 3 games
Round 2 Beserk Gorilla Little Kid Beatdown - Won in 2 games
Round 3 X-Sabers - Won in 2 games
Round 4 Final Countdown - Won in 4 games (first 3 were ties, last 1 was in time)
Round 5 Mermail - Lost in 3 games
Round 6 Mermail - Won in 3 games
Round 7 Gishki - Won in 3 games
Round 8 Agents - Won in 2 games
Round 9 Spellbooks - Lost in 3 games
X-3 after 9 rounds.
I'd like to get some feedback to see where I can improve the Main/Side/Extra.
I'll go ahead and explain some of the choices.
Fire King Avatar Kirin + Ancient Fairy Dragon. Game 2 and 3 vs Dragons and Spellbooks, I'm able to synchro Summon AFD with Kirin and Magician, then pop the field spell and add Zombie World, which hurts both decks.
Double Fencing Fire Ferret. This card is an incredible floater that works even under Skill Drain. Combos with Circle, CotH, and Onslaught are pretty funny. I actually took out a Priestess with FFF because the guy targeted my f/d Circle with her effect, and I chained it to pop the FFF and revive Garunix. Pretty funny stuff.
Mained Skill Drain. This card hurts every deck to a degree if used correctly, but it's more or less there for rogue matchups and Evilswarm. As soon as I flipped this vs Agents and X-Sabers, I won. Spellbooks lose their search with blue boy if they don't have a Wisdom, and I can even stop a Dracossack/Scrap Dragon pop if chained.
I was originally going to side triple Maxx "C" and double Zombie World, but I couldn't find a third Maxx "C" at the event, so I threw in the extra ZW.
Xyz Encore is more or less for the Evilswarm and Mermail matchups (Gaios is a really good card). Chain it to Gaios's effect, and you get to resolve all of your effects easily.
Crazy Box is best under Skill Drain, but I did funny things to Final Countdown. I rolled a 1 and turned off Self-Destruct Button temporarily, as well as weakened his Hope for Escape.
I debunked Golden Ladybug vs Final Countdown when we went to time, then burned him with Cowboy to ensure the game.
Overall, at the event Zombie World, Debunk, and Xyz Encore put in the most work.

I know it isn't technically legal for a few more days, but I figure getting a little discussion on the deck beforehand won't be too terrible.
[spoiler]
[/spoiler]
Monster: 16
3 Flamvell Firedog
3 Hazy Flame Cerberus
2 Hazy Flame Sphynx
2 Hazy Flame Peryton
2 Fire King Avatar Barong
2 Fire King High Avatar Garunix
2 Card Trooper
Spell: 18
3 Mystical Space Typhoon
3 Assault of the Fire Kings
3 Fire King Cycle
3 Rekindling
2 Hazy Pillar
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
1 Forbidden Lance
Trap: 6
2 Torrential Tribute
2 Solemn Warning
2 Bottomless Trap Hole
2 Hazy Flame Basiltrice
1 Photon Strike Bounzer
1 Inzektor Exa-Beetle
1 Sword Breaker
1 Abyss Dweller
1 Diamond Dire Wolf
1 Maestroke the Syphony Djinn
1 Number 39: Utopia
1 Gagaga Cowboy
1 Number 16: Shock Master
1 Number 50: Blackship of Corn
1 Gem-Knight Pearl
1 Kachi Kochi Dragon
1 Photon Papilloperative
the extra deck has a lot of space, so a lot of those cards can be flipped for something else.
Out of workplace boredom, I am going to turn this into a little bit of a Discussion Thread:
[spoiler]
Like Atlantean-Mermail before it, Hazy Flame Fire Kings is the designed interaction of cards from CLBZ and cards from the new structure deck. Where the WATER deck revolves around discarding smaller monsters to activate effects, the FIRE deck uses spells to destroy beatstick monsters to activate their effects.
It is essentially an engine in 4 parts: 1) Hazy Flame 2) Fire King Bosses 3) Glue Monsters 4) Fire King spells.
...Oh, and Rekindling is still a broken card.
HAZY FLAME
[spoiler]
You can Normal Summon this card without Tributing, but its original ATK becomes 1000. Your opponent cannot target this card with card effects. When this card is destroyed and sent to the Graveyard: You can add 1 "Hazy" card from your Deck to your hand.
This Monster is largely the backbone of the engine. When destroyed, he tutors any "Hazy" card. This card is usually Hazy Pillar, which then allows you to make big plays with Peryton. Since the effects of Assault, Cycle, and Garunix are destruction based, this is a good thing. Note also that Cerberus
has 200 DEF. This means that, in this deck, he can be Special Summoned by Peryton, Flamvell Firedog, and Rekindling.
Cannot be Special Summoned, except by a "Hazy Flame" monster's effect. Your opponent cannot target this card with card effects. You can send 1 FIRE monster from your hand to the Graveyard and Tribute this card; Special Summon 2 "Hazy Flame" monsters from your Deck. You can only use this effect of "Hazy Flame Peryton" once per turn.
Hazy Flame Rescue Stag. The Special Summon restriction prevents Peryton abuse, but it isn't a big deal. Usually, you will be Normal Summoning this with the effect of Hazy Pillar. You can also Special Summon it using Sphynx. Using the two Level 6 Monsters you Special Summon, you have a range of Rank 6 Xyz plays, including the best Rank 6 in the game. The cost can be a nice way of ditching a dead Garunix in hand for Sphynx or Cycle.
And speaking of Sphynx...
Your opponent cannot target this card with card effects. You can declare 1 card type (Monster, Spell, or Trap); send the top card of your Deck to the Graveyard, then if it was the declared card type, you can Special Summon 1 FIRE monster from your hand or Graveyard. You can only use this effect of "Hazy Flame Sphynx" once per turn.
Sphynx is an odd card on her own, but works within the deck well. The main "combo" is to use Peryton to Special Summon 2 Sphynx's, and then +1 off of each Sphynx's effect, Swarming the board, and going into a Rank 6 play. Obviously, this requires a bit of luck, since you are milling a random card. But, as the bulk of the deck is spell cards, and because you are tutoring monsters a lot, you have a decent chance of triggering her effect by calling spells.
[/spoiler]
FIRE KING
[spoiler]
During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: Special Summon 1 "Fire King" monster from your Deck, except "Fire King High Avatar Garunix".
Every deck plays boss monsters. Here is the boss of the FIRE deck. Simply put, this card is sick. When destroyed by any card effect, it becomes a Dark Hole in the next Standby Phase. If anything is able to get over it's beefy 2700 ATK (the new standard for bosses, it appears), then you can recruit a Barong to the field. When you start combining the destruction effect with Cycle and Assault, you get to loop Garunix and Dark Holes. Not too shabby.
If a face-up "Fire King" monster you control is destroyed by a card effect: You can Special Summon this card from your hand. During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Add 1 "Fire King" card from your Deck to your hand, except "Fire King Avatar Barong".
Since it's unclear when the TCG will receive Yaksha, Barong is probably the only other Fire King you play to be used with Garunix's second effect. His effect will almost always be used to tutor one of the Fire King spells to begin the shenanigans. Also, note his 200 DEF for Firedog and Rekindling purposes.
[/spoiler] OTHER MONSTERS
[spoiler]
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 FIRE monster with 200 or less DEF from your Deck, except "Flamvell Firedog".
Firedog does what Firedog has done since it was released, be an awesome battle-based recruiter and to load the Graveyard for Rekindling. You have your choice between Barong for Rank 4 or Cycle plays, or Cerberus for a 2000 ATK floating beatstick. Successfully resolving Firedog can really help start moving the deck forward.
Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 ATK for each card sent to the Graveyard this way, until the End Phase. When this card you control is destroyed and sent to your Graveyard: Draw 1 card.
Like Firedog, Card Trooper does for decks what it has always done: combine floating, great ATK, and milling. Since Cycle, Rekindling, and Sphynx each Special Summon monsters from the Graveyard, it is nice to have a Graveyard full of monsters for those cards to Special Summon.
[/spoiler] SPELLS
[spoiler]
If your opponent controls a monster and you control no monsters: Special Summon 1 FIRE Beast, Beast-Warrior, or Winged Beast-Type monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 "Assault of the Fire Kings" per turn.
Special Summon your Boss Monster from the deck? Okay! The End Phase destruction "restriction" doesn't hurt this deck at all, considering the monsters you will be Special Summoning with Assault (Garunix, Barong, and Cerberus) all have effects that trigger when destroyed. It also frees you up to play a lower monster count and run more of the busted spells.
Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first target on the field, and if you do, Special Summon the second target. You can only activate 1 "Fire King Fire Cycle" per turn.
I almost like this card more than Assault. In a sense, it works as a themed Forbidden Lance, protecting your card from something that threatens it, and activating your FIRE Monster's destruction trigger. Sadly, it doesn't help against Torrential Tribute or Dark Hole. If Destroy a Garunix and Special Summon a Cerberus or Barong, and they survive the turn, their effects can be activated when Garunix Dark Hole's the field in the next Standby Phase.
In a pinch, it can also act as a way to trade weaker, crappier monsters, for a constant string of Garunix's.
Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect.
Anyone who has been playing YGO knew that this card was busted when it was printed back in ANPR. It is also busted here, with Firedog, Cerberus, and Barong all being key elements in the deck.
You can Normal Summon "Hazy Flame" monsters for 1 less Tribute. Once per turn: You can target 1 Xyz Monster you control; attach 1 "Hazy Flame" monster from your hand or your side of the field to that Xyz Monster as an Xyz Material.
When the effect of Cerberus triggers, you will usually be tutoring this card if Peryton is in your hand, or Peryton if this is in your hand. If it sticks around for a few turns, bonus! The second effect almost never comes into play, but it's nice to keep in mind.
[/spoiler] EXTRA DECK
[spoiler]
A few things bear mentioning concerning the Extra Deck...
2 or more (max. 5) Level 6 FIRE monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls or is in their Graveyard; banish that target. This card gains effects based on the number of Xyz Materials attached to it.
• 3 or more: This card gains 200 ATK and DEF for each Xyz Material attached to it.
• 4 or more: This card cannot be targeted by your opponent's card effects.
• 5: This card cannot be destroyed by card effects.
This is the payoff for running the Hazy Flame engine in the deck instead of just running Cerberus to loop himself. No one really needs to go into how powerful a Caius-like effect is. Face-up or Face-down, Basiltrice can banish it. I can't really see many scenarios where the other 3 effects come into play.
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.
Dire Wolf is Rank 4 for Firedog, Barong, and Rekindling plays. It requires that you destroy a Beast, Beast-Warrior, or Winged Beast monster for it's effect. And wouldn't ya know it? Cerberus is a Beast, Barong is a Beast-Warrior, and Garunix is a Winged Beast. Neat.
[/spoiler]
A few finishing notes:
This deck has obvious problems against Macro Cosmos and Dimensional Fissure, which probably implies that the Side Deck needs to be prepared to encounter those cards in abundance.
This deck, like many, will also struggle against an early Shock Lock, since it uses Spells to make it's biggest and best plays.
However, against decks that use destruction effects as their primary means of generating advantage (Inzektor, WATER, and Fire Fist) this deck can easily counter with a Garunix play (assuming you don't die the turn Garunix was destroyed).
In that respect, you may want to consider a hand trap oriented build, so that you can stave off an untimely end with Gorz, Trag, or Effect Veiler.
It is also worth mentioning that, if you don't like the sometimes clunky Hazy Flame engine, Cerberus can loop himself and still fits very well into the deck since he allows you to gain advantage off of Assault, Cycle, Firedog, and Dire Wolf.[/spoiler]

[img]http://i.imgur.com/szIKM.png[/img]
Monsters: 13
3 Beast King Barbaros
3 Fire King Avatar Barong
2 Enthusiastic Beastman Wolfberk
2 Fire King High Avatar Garunix
1 Brotherhood of the Fire Fist - Bear
1 Fire King Avatar Yaksha
1 Sacred Phoenix of Nephthys
Spells: 12
3 Fire Formation - Tenki
3 Onslaught of the Fire Kings
2 Fire Kings' Fire Ring
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Rekindling
Traps: 15
3 Fire Formation - Tenken
3 Skill Drain
2 Bottomless Trap Hole
2 Call of the Haunted
2 Torrential Tribute
1 Safe Zone
1 Solemn Judgment
1 Starlight Road
The idea behind this deck is pretty straight-forward (I think), but I'll explain a couple of aspects of this deck I find important:
"Doesn't Skill Drain conflict with Fire King High Avatar Garunix and Enthusiastic Beastman Wolfberk?"
Slightly, but there are two things to keep in mind.
Fire King High Avatar Garunix will still activate his effect when destroy to special summon himself from the graveyard, regardless of if Skill Drain is face-up on the field or not. Although it negates the monster destroying effect, I don't believe this to be that important, as their monsters might as well already be destroyed if I have Skill Drain face-up.
I can simply not summon Wolfberk while I control Skill Drain. Chances are I probably won't need to summon Wolfberk under Skill Drain.
"Why do you run triple Fire Formation - Tenken? Isn't that a bit much?"
Barbaros is obviously a fucking beast (warrior) under Skill Drain, but his synergy with Fire Formation - Tenken is pretty incredible. It gives me incredible resistance to follow-up plays made by opponent, where they think their effect monster will be able to out the beaststick I am protecting, but end up putting themselves in an awkward position.
"Why do you even run Sacred Phoenix of Nephthys and only one Yaksha? What the fuck man?"
The thing I've found with Yaksha is that it's REALLY only useful when I draw my Phoenix/Garunix. Otherwise, it doesn't really serve a great deal of purpose over Barong.
Barong enables me to keep forcing my Garunix/Phoenix through Fire Ring searches... or Onslaught if it's needed.
However, because of the case where I DO draw into Phoenix/Garunix, Yaksha is needed (on demand mostly with Tenki) to unclog it.
Phoenix is for the overzealous assholes that think they can just set four backrow just because I set two. It's also my best way of getting around annoying lingering S/T, such as field spells. I'm not against wiping my side of the field if I net overall advantage from it.
Phoenix is also very good against slow decks like Hero and Rabbit, as destroying their walls of backrow shifts the tempo to my advantage (Starlight Road will only delay my Phoenix's effect for two turns). Phoenix basically enables me to expand my main deck options depending on what my opponent is playing.
Side Deck Strategy - What am I going for with this?:
I'm honestly not 100% on my side deck yet, but I think I'm going to side into a sort of 'protect the giant beaststick' games 2 and 3 against many matchups, mostly to combat whatever removal my opponent decides to side. Staring down a Safe Zone'd Garunix is pretty fucking scary. Yes, my opponent will probably side in a bunch of S/T hate, but Safe Zone forces them into a dichotomy of destroying Safe Zone or Skill Drain with their MSTs and Dust Tornados. I don't like siding S/T removal, as I feel it makes my overall board presence much weaker. Instead, I prefer to play around it. I might even side another Fire Ring for this purpose, or Forbidden Lance.

Lol, now that I have the lame reference to the Yu-Gi-Oh Zexal anime done, I'd like to ask for opinions on my deck.
[img]http://i.imgur.com/3waP1.png[/img]
[spoiler]2x Enthusiastic Beast King Wolfberk
3x Fire King Avatar Barong
3x Fire King Avatar Yaksha
2x Fire King High Avatar Garunix
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
2x Mystical Space Typhoon
3x Fire Kings' Fire Ring
2x Pot of Duality
3x Fire Formation - Tenki
3x Forbidden Lance
2x Onslaught of the Fire Kings
2x Rekindling
1x Solemn Judgment
3x Call of the Haunted
2x Generation Shift
2x Torrential Tribute
2x Threatening Roar[/spoiler]
The Extra is just 15 different Rank 4s. I'll only discuss the weird or deck-specific cards (choices).
[b]Hope Ray[/b] - I was just honestly seeing how often I go into this.
[b]Double Maestroke[/b] - It's nice to be able to nuke the field with Garunix and still have an Xyz on the field. It's also nice to be able to "book" the opponent's bigger monsters so I can get over them. (I don't always have Garunix on the field.)
[b]Lavalval Chain[/b] - It sets up Rekindling plays by putting more targets in grave. Also, it's a FIRE monster that I can use for Fire Ring.
[b]Fire Fist Tiger King[/b] - Herp derp, let's search my searcher. Also, let's negate effects on the field. This thing can get over Catastor.
[b]Diawolf [/b]- It's Scrap Dragon, but an Xyz. I have yet to use it with success, but it will probably come in handy.
[b]Disigma [/b]- This is funny in the Dark World matchup. And to get over BLS/REDMD.
I honestly haven't thought about the side at all; I prefer to make sure that the Main and the Extra are functional before I tackle that. That, and I feel like the side is more dependent on the meta than the Main and Extra, and is opt to change more.
Just leave me your thoughts and questions about how the deck is running.